// PlayerLoot.StartLootingEntity() public static void StartLootingEntity(PlayerLoot playerLoot, BasePlayer looter, BaseEntity entity) { // not tested, what is a lootable entity anyway? var ele = new Events.EntityLootEvent(playerLoot, new Player(looter), new Entity(entity)); OnLootingEntity.OnNext(ele); }
// PlayerLoot.StartLootingEntity() public static void On_LootingEntity(PlayerLoot playerLoot) { BasePlayer looter = playerLoot.GetComponent <BasePlayer>(); var ele = new Events.EntityLootEvent(playerLoot, Server.GetPlayer(looter), new Entity(playerLoot.entitySource)); OnNext("On_LootingEntity", ele); if (ele.Cancel) { playerLoot.Clear(); looter.SendConsoleCommand("chat.add", 0, String.Format("{0}: {1}", Server.server_message_name.ColorText("fa5"), ele.cancelReason)); } }
// PlayerLoot.StartLootingEntity() public static void StartLootingEntity(PlayerLoot playerLoot) { BasePlayer looter = playerLoot.GetComponent<BasePlayer>(); var ele = new Events.EntityLootEvent(playerLoot, Server.GetPlayer(looter), new Entity(playerLoot.entitySource)); OnLootingEntity.OnNext(ele); if (ele.Cancel) { playerLoot.Clear(); looter.SendConsoleCommand("chat.add", 0, String.Format("{0}: {1}", Server.server_message_name.ColorText("fa5"), ele.cancelReason)); } }